Thank you for the feedback. You are absolutely right about the spell selection — I will definitely take that into account in the future
Owl
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A good implementation of a golf/billiard style game, but:
- There's an issue with controlling the shot power of the ball. Suppose the player is playing in fullscreen mode — then the maximum shot power will be limited by the edges of their monitor. If the player is playing in windowed mode and the cursor goes outside the game window, the game stops responding. I think it would be better to create your own limit for the maximum shot power, because personally, in some moments I wanted to hit the ball harder :)
- To diversify the gameplay, it would be nice to add some events on the level that affect controls, the environment, the ball, and so on
Good pixel art visualization in a retro game style, but:
- It's unclear why the controls are entirely on keyboard, but in the shop they switch to mouse. I think it would be better to choose one approach: either keep the in-game controls on keyboard and make navigating the shop positions also use WASD or arrow keys, or put shooting on LMB (which is simpler)
- It's not very clear whether there are permanent upgrades in this game. I think they are necessary for the player to feel progress (of course, if this is an arena concept game, then it's fine as is)
A good initial implementation, and consequently a good game idea — I liked that you added a tutorial, which many games lack, but:
- In the future, you'll need to improve the visuals. At the very least, you could give the slimes 2–3 frames of animation. You could also work on the HUD so it stands out more from the game's background
- I reached a maximum of 30 coins — whether due to high difficulty or because I finished a run, went back to the menu, and started over. At first, I thought 10 coins was the goal, and then I saw 30 in the top right corner. As a result, it was quite hard
- I don't know what further upgrades might be, but if there are already upgrades that affect the clicking process, that would greatly diversify the gameplay
An interesting and promising concept, but:
- It would be nice to add a tutorial or at least some minimal intro to immerse the player into the process
- It would be good to add explanations for each icon and text choice, because it's quite difficult to understand what resources are needed at first
- Fix the overlapping of sprites. There is an issue where you can't select a specific character if you create several characters at once
- To make it pleasing for both the eye and the ear, you could add animations — at least for buildings. You could make a few static images with different visual lines to keep the style, and add at least some background music
- Add a clear goal for the game and a few more buildings so that achieving that goal is possible through multiple paths
A pretty interesting and simple game in the style of Doodle Jump, but:
- It would be nice to add some activities to the map, because after the first thousand meters, the game becomes boring. To prevent that, Doodle Jump had simple events (like a rocket — but you could replace that with a shop). You could try adding different biomes or day/night cycles to diversify the gameplay
- Also, I think it would be good to slightly increase movement speed over long distances from the start, so that you have a chance to land on moving platforms
A small arena rogue-lite, the main feature of which is creating unique spells by drawing various geometric shapes: SPELLCASTER by Owl
I'm glad you liked my game that much :)
Regarding spell selection. I have an idea, but it's suited for a different genre that this game could turn into: you could have a limited number of available spells (for example, 6), then the selection of stencils could be assigned to hotkeys. Of course, this set could be switched between waves. I repeat, this isn't for the current version of the game. But in terms of frequency — to make it to the end, the player would need to remember at least a couple of spells, so they wouldn't waste time choosing a stencil
Thank you for the feedback — it really was a crazy process these three days, and I managed to get completely exhausted. And I see it wasn't in vain. Indeed, after I finished most of the game, I started thinking about how to diversify it, because it's too cramped within the vampire-survivor genre. For now, the future of this game is still being thought through :)
Thank you for your feedback. I appreciate it when people leave detailed critiques of projects, and I try to do the same myself. Regarding your points:
- During development, the original scheme involved drawing while holding down LMB, but later when I started testing the game, it felt too difficult. As if you have to put in more effort to draw and move around the room at the same time
- Invincibility is a good point. I will definitely add it after the jam
- About movement. To be honest, I didn't have a specific reason for implementing it the way I did. It just felt quite realistic and unique — having the character not turn instantly, but do so with a certain sequence. Although I admit that sometimes the algorithm doesn't choose the shortest path to turn around
Thanks again for the feedback
Interesting idea for a game, but:
- The game has a tendency to freeze the first time you use the coffee button. There were also some issues simply with starting the computer
- The pace is too fast. It's not entirely clear what to look at first: the text of the email message, or just press one of two buttons based on the current situation. I would like to read the messages and make decisions based on logic (of course, if that will have meaning later on)
- In my opinion, there are too few activities. Ordering coffee is fine, but it's not enough to fully entertain the player. If the goal was dynamic gameplay, you could add necessary mini-games (for example, restarting the computer or some other devices that are nearby)
A good interpretation of the jam theme, but:
- In the "How to Play" section, part of the tutorial is not visible
- A noticeable issue with the music: it restarts every time a battle begins. Also, initially there is no music at all. You should add a light background track
- Another noticeable issue is the font. If the game is pixel-based, you can disable pixel interpolation, and then any font you like will fit in. Also, you could increase the font size by at least a couple of notches
- There is no visual feedback for actions. Sound is there, yes. But for better feedback, you could add a simple animation, or at least some camera shake. Also, speaking of animations — the demon sprite looks blurry, whereas the enemy sprites look good. This is likely because you scaled up the demon sprite inside the engine, making it visually larger but losing quality. I recommend changing the scene and camera resolution
This is a good, calming game, similar to A Game About Digging a Hole, but:
- You might want to work on the game's visuals. At the very least, you should add some visible differences when the player reaches new upgrade levels. It's good that Giga and Mega increase the size of the drill, and that's visually noticeable, but the upgrade process itself isn't always visible
- On the last level, after buying all upgrades, there were some small FPS drops, both in the browser version and on PC. This is especially noticeable when Tesla Coins are active
- Also consider a version with progression downward (if you plan to develop this idea further and add some kind of ultimate goal). I recommend adding layers of earth that visually take you deeper and deeper. Finding various items along the way down would also be welcome
An interesting and pretty funny concept with the mimic, but:
- The sound design raises questions. The main melody doesn't get annoying (at least while I was playing), but there are no sounds for entering the game, losing, or button hovers. Adding these would improve the feedback
- Currently, there's no reason to move far away from your children, because if you go left, the knights on the right might kill them and you can't do anything about it. Personally, I would like to explore this world if it were first filled with various activities. For example, to avoid the first problem, you could (say, halfway through the game) give the player an ability to pull their children toward them — of course, it would have to consume some resource (money could work too). Additionally, activities should appear in the world (besides coins) — you could place various buffs that save children, resurrect them, and so on. So this game has great potential
A good relaxing game, but:
- Question: Is there any point in aiming the pipe to get more bounces? – My answer: No. Because at the very beginning, there are invisible walls at the edges of the digging pit, so the characters simply don't fly beyond them. My suggestion: instead of a flat surface in the digging zone, make something like a funnel, and let the user choose whom to throw and where. Otherwise, this game element is pointless
- Next, it's a bit unclear why the pixel art is done in different styles. This was especially noticeable at the end. The game itself is visually nice, but the background is blurred — in my opinion, it would be much better if the background itself remained a sharp image, with blurred elements (dust, fireflies, etc.) added on top. Also, removing pixel interpolation from the font would help it fit the overall atmosphere better
- Regarding story interludes. At first I thought they were some kind of events that make the player think about how to allocate money to reach victory faster, but as I understand it, that's not the case. In the future, you could consider this, so that at the end you don't see a sad message about losing a large number of gnomes :) If you expand the game in both breadth and depth, this is probably necessary to define the game's philosophy
At this stage, this is one of the most engaging games in this jam, but:
- The only thing to criticize is the visual aspect. I understand that time was limited, but in the future, you could draw a unique background for each act — it could even be animated. As for the characters — you could either keep the cards but decorate them better (add frames, add levitation, animate them when attacking or using an ability), or draw separate character sprites standing on your background. Either option would add a bit of atmosphere to the game
- You could also think about the enemy roster. Seeing a demon and two humans on the same team looks pretty ridiculous — but if this is explained from a story perspective, it could actually work really well
- It's great that there are tooltips when hovering over information. That really helps understand what's going on. However, it would be nice to have (for example) an Act 0 that clearly shows what, where, and when to click
It's important to understand that League of Legends and DotA are MOBAs — slightly different in terms of dynamics, but they are far from projectile dodging. WASD movement gives more control over the character and makes it easier to dodge enemy attacks. You could certainly make it a user-selectable option, but I think most people would choose WASD because it's more familiar to them.
As for balance — it needs to be worked on throughout the entire game development period. Otherwise, players will start asking: Why should I use other progression paths if they're clearly weaker?
A cool relaxing and meditative game, but:
- There's no ultimate goal. If the game's philosophy really is to calmly and relaxedly throw balls and watch them fall, then that's acceptable — but in the future, you could add separate modes that at least have end goals like maximum points, balls, or upgrades
- However, as far as I know, Patinko is a gambling machine — so you could lean into that, making the player want to win back their losses again and again. Create a unified in-game currency system, and each session would cost that currency. Ideally, you could build a small story around this concept
- At this stage of development, the number of upgrades is sufficient, but it would be nice to unlock them gradually and add different types of balls with their own effects
Interesting concept with the candle and 50 levels with bosses, but:
- The visual aspect of the game imposes one major limitation. Instead of looking at the main screen, which could have various decorations, enemies, events, etc., you have to look at the small map to have any idea of where to go. In my opinion (ideally), the map should be removed, and the visuals should be made a bit brighter. Then spending the candle to light up the room would actually make sense
- The game sorely lacks sound — even the sound of oppressive silence, muffling, or something like that would fit well
- Now about the puzzles. First, the main story concept is unclear: Where am I? Who am I? :) Because of that, the icons for terminals and campfires feel out of place. Second, I think you should actually hinder the player while they solve puzzles — but then it's unclear why puzzles can be solved calmly, yet opening a door while holding a button is not allowed. Third (I don't know about higher levels — I only made it to floor 15), but it would be cool if there were puzzles that require more than just the player's actions within a single screen — finding something or doing something elsewhere could change the overall impression of the puzzles
Good implementation of an arena-roguelite — it looks very lively and dynamic, but:
- To repeat some feedback from the page — the controls are questionable. You could use standard movement on WASD, abilities on 1–3 (if their number doesn't expand), and basic attack on LMB. It would become much more comfortable to play
- You set the project status to "Release", but the visuals in the game are clearly unfinished. You should probably draw at least a small sprite for the main character, not to mention the Demon, which could have many animations for different abilities
- You should think about the balance. I played the game for about 20–30 minutes and didn't see any synergies between abilities. It would be cool to have some theoretical combinations based on what the player gets. Also, the concept where the player chooses one of three abilities and the other two go to the Demon makes you think not "what will increase my power" but "what I cannot give to the Demon"
Right now, this is a fairly average space shooter. If you want to polish the project properly, I have a few points:
- First, the targeting needs to be fixed (initially projectiles fly toward the intended targets, but later they start picking not even the closest ones, but seemingly random targets). Alternatively, you could add a reticle and let the player control aiming.
- Second, add a bit of engagement to the gameplay loop. This could be anything: backstory, lore mentions, or more explanation about the controls and the game's objective.
- Third, it would be nice to add music—something in the vein of classic space shooters.
- Fourth, and most importantly in my opinion, give your game a unique twist. This could be a ship that grows with levels like in a roguelike, various enemies with distinct traits, or special map features (galaxies, nebulae, etc.).
I think with a bit of effort, you could make a solid arcade game—at the very least, Unreal Engine allows for it :)
A good take on bullet-hell, but:
- Buff descriptions should be made a bit more detailed, so it's clear what you gain at the next upgrade levels
- It would be nice to add sound effects for different spells or for hitting enemies
- I'm not sure how the logic for subsequent buff drops is coded, but it could be set up so that upgrades for current buffs have a higher chance of appearing in the selection rather than entirely new ones
- Regarding balance: it seems to me that at this stage, it only makes sense to take buffs like books, ice, auras, etc., because other types of buffs don't provide much impact on the game
This is genuinely a strong foundation for a good horror game, however:
- The subtitles look like part of the game world, so they blend in too much, especially where the text is small. Either increase the text size or remove the in-game filter effect from the text.
- There's no aim reticle / interaction point, so sometimes it's unclear which items I can interact with. This is particularly noticeable in the laboratory on the 4th floor.
- If this project is developed into a 2–3 hour indie horror experience, I would consider gameplay similar to solving a Captcha — something unusual and distinct from the primitive "find and apply" formula.
This is a good concept and an interesting interpretation of the theme, but:
- Subtitles for the opening cutscene. An option to replay the opening cutscene
- Visualization of flasks spent not only during the selection phase, but also on the main gameplay screen
- Possibly in the future (if continuing this concept), various Buffs or Debuffs affecting coins / flasks could be added, similar to (Clover Pit), so that the gameplay isn't limited to just flipping a coin
- (Perhaps this was in the opening cutscene and I missed it) — The final goal; it could be anything: a target pool, a number of flips, etc



